Fixes:
- Fixed graphical issues on the tutorial map.
- Fixed a bug where everyone could see the death animation for any player.
- Fixed a bug where the entities would hit max running speed after killing a player.
- Fixed a bug where Long Isle Factory didn't have a kill animation when you were caught.
Changes
- Removed lockers <- These will be changed to something cleaner and more logical in the future.
- Removed Northwood. It didn't feel like it fit the rest of the vibe of the game we're going to be going with, and suffered massive performance issues. We're still aiming for 5 maps at launch, so this just means we get 2 unique maps on launch instead of 1.
- Dead players can now interact with doors, allowing them to help the entities find them, close doors on their friends, or just play with them to scare their friends
- Significantly reduced footstep volume for the entities, making it easier to locate where they are, as well as letting the new audio stand out more.
- Temporarily made the killing animation only has 1 sound effect, this will be changed once we get more.
Added
- Given the dead players the ability to throw bottles, this is currently on a 15-second cooldown, but we will adjust this in the future, you don't need to be holding a bottle to throw one, and players that are alive can see it. All entities will run to wherever they hear it smash.
- Added feedback when picking up cursed objects in Long Isle Factory ("Cursed object collected"), etc...
- Made it so the cursed objects whisper to you, this helps you figure out where they are a lot easier, the voices are also randomised so you won't hear two objects "saying" the same thing.
- Changed the entity for the Long Isle Factory, previously it was the same as Northwood, and even though Northwood has been removed we don't want to lazily use the same entity model, we feel the new model fits the lore that we're going for significantly better, and we'll repurpose the other model elsewhere in the future. (The new entity will also come with new animations in the near future).
- Added new "ambient" audios for the entities, now instead of running around screaming randomly every X seconds, they'll also be grunting, groaning, etc inbetween. This significantly adds to the immersion, each entity will make different sounds as they run around.
Changed files in this update